• Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
    8,384 replies, posted
[QUOTE=Pelf;32765249]And do adapters block fuel flow? They seem to be doing it for me. [editline]edit[/editline] automerge[/QUOTE] depends on who's adaptors, most don't, and ours are actually fuel tanks themselves. [QUOTE=LarparNar;32765266]O right.[/QUOTE] ;)
[QUOTE=DrasarSalman;32758329]Just a question, who sets up the time warp and relaunches without even launching the rocket?[/QUOTE] It still happens if you launch. I wasn't going to waste time in the video showing a launch when it's such an insignificant bug, but regardless of whether or not you've launched, it will fall apart if you relaunch with time warp enabled.
Advanced SAS is godly for flying planes.
[QUOTE=Pelf;32770476]Advanced SAS is godly for flying planes.[/QUOTE] Maximum agrees. I use them on my spaceplane. The spaceplane I made launches vertically like the space shuttle, and flies normally in orbit and in atmosphere. No landing gear though, ruins the look; instead I perform a powered landing on the engine nozzle. (With parachute backup on top of the pod.)
[QUOTE=MC3craze;32770696]Maximum agrees. I use them on my spaceplane. The spaceplane I made launches vertically like the space shuttle, and flies normally in orbit and in atmosphere. No landing gear though, ruins the look; instead I perform a powered landing on the engine nozzle. (With parachute backup on top of the pod.)[/QUOTE] I personally use landing struts and a few drag chutes. Looks like this: [img]http://www.staynehoff.net/sr-71_landing_medium.jpg[/img]
So does that mean V12 will have the moon in it? Or am I misreading that post made earlier?
[QUOTE=ChristopherB;32771918]So does that mean V12 will have the moon in it? Or am I misreading that post made earlier?[/QUOTE] Nope. You read it right. MOON NEXT UPDATE!! :v:
[QUOTE=Oicani Gonzales;32772150]Drag chutes? What pack has them, I only have the default Also whats there to get besides the basic spaceplane pack, spaceplanes own[/QUOTE] I think you could use the DERP Co. side-chute, or I believe C7's latest update to his pack has drag chutes; either that or they're in development.
[QUOTE=Oicani Gonzales;32772402][img]http://awesome.redial.net/AroundTheWorld/KSP%20-%20Ultralight%20on%20pad.png[/img][/QUOTE] Has anyone ever decided what to look more like? How does that fly?
What pack are those wings from?
This should had been the space stage for Spore. EA should remake it and hire these guys.
If anyone wanted to try replicating some planes, I think I have a few good ideas: [QUOTE][IMG]http://upload.wikimedia.org/wikipedia/commons/4/4a/B-1B_over_the_pacific_ocean.jpg[/IMG][/QUOTE] B-1 Lancer [QUOTE][IMG]http://upload.wikimedia.org/wikipedia/commons/2/21/Soviet_M-4_Bison_bomber_in_flight_1982.JPEG[/IMG][/QUOTE] M-4 Bison [IMG]http://upload.wikimedia.org/wikipedia/commons/7/72/Kremlin_Tupolev_Tu-160.jpg[/IMG] Tupolev Tu-160 [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/d/d0/Usaf.Boeing_B-52.jpg/800px-Usaf.Boeing_B-52.jpg[/IMG] Boeing B-52
[QUOTE=shian;32774593]This should had been the space stage for Spore. EA should remake it and hire these guys.[/QUOTE] If so, then this wouldn't be an indie title.
Time compression is godly. No more forever waiting orbits.
[QUOTE=ewitwins;32775817]If anyone wanted to try replicating some planes, I think I have a few good ideas: ~Planes~ [/QUOTE] Fuck yo shit, someone make this: [IMG]http://images2.wikia.nocookie.net/__cb20080318193411/acecombat/images/thumb/3/35/1737604776_ee4686660b_o.jpg/830px-1737604776_ee4686660b_o.jpg[/IMG] Actual size, please.
[QUOTE=Pilotguy97;32776798]Fuck yo shit, someone make this: [img]http://images2.wikia.nocookie.net/__cb20080318193411/acecombat/images/thumb/3/35/1737604776_ee4686660b_o.jpg/830px-1737604776_ee4686660b_o.jpg[/img] Actual size, please.[/QUOTE] WE NEED FLYING WINGS! C7 you bitch, go make some.
[QUOTE=Pilotguy97;32776798]Fuck yo shit, someone make this: [IMG]http://images2.wikia.nocookie.net/__cb20080318193411/acecombat/images/thumb/3/35/1737604776_ee4686660b_o.jpg/830px-1737604776_ee4686660b_o.jpg[/IMG] Actual size, please.[/QUOTE] Is there a version of that in 1920x1080?
[QUOTE=GoldenDargon;32776846]Is there a version of that in 1920x1080?[/QUOTE] This is 1280x720 if you don't mind stretching or black bars. I couldn't find any bigger ones. [img]http://x.bbs.sina.com.cn/forum/pic/47471c530104pj1v[/img]
[QUOTE=GoldenDargon;32776846]Is there a version of that in 1920x1080?[/QUOTE] Not that I know of, but I'm glad I'm not the only one here taking any form of interest in Ace Combat. [QUOTE=MC3craze;32776812]WE NEED FLYING WINGS! C7 you bitch, go make some.[/QUOTE] I'm sure you could make a flying wing out of the giant wings in the C7 pack.
[QUOTE=Pilotguy97;32776914]Not that I know of, but I'm glad I'm not the only one here taking any form of interest in Ace Combat. I'm sure you could make a flying wing out of the giant wings in the C7 pack.[/QUOTE] Not really, the fuselages are round and the Mk2 fuselages are not smooth enough.
[QUOTE=MC3craze;32776932]Not really, the fuselages are round and the Mk2 fuselages are not smooth enough.[/QUOTE] Okay, I'll give you that much, but still.
[QUOTE=Pilotguy97;32776971]Okay, I'll give you that much, but still.[/QUOTE] I think he could make wings that wrap around 1m parts to create a flying wing. That would allow for versatile design.
I made a Space Shuttle style wing in low and midwing configuration and sent it to Kyle for texturing. I can make a flying wing style part later. What I really wanna do is make a Scramjet based on the new RCS thruster module. Single stage to orbit baby.
[QUOTE=RR_Raptor65;32777263]I made a Space Shuttle style wing in low and midwing configuration and sent it to Kyle for texturing. I can make a flying wing style part later. What I really wanna do is make a Scramjet based on the new RCS thruster module. Single stage to orbit baby.[/QUOTE] Thanks man
Dangit, is there a list of controls somewhere? I got back into this and went through all the tutorials (again), but I cannot figure out how to add things to my spaceplane symmetrically.
[QUOTE=scout1;32777511]Dangit, is there a list of controls somewhere? I got back into this and went through all the tutorials (again), but I cannot figure out how to add things to my spaceplane symmetrically.[/QUOTE] Press X or click the little circle to the left of the name box.
Preparations for my Mun mission are going well. [img]http://i.imgur.com/eCP4U.png[/img]
[quote=HarvesteR]Well, here's a new progress update: I've been working hard at getting the physics right for a multi-body system. As you may imagine, PhysX does NOT like handling a landing on a moving body. Not without a lot of special code for that... So, to keep things 'physical', I've come up with a solution I'm calling 'reverse orbits'. What that means is that we abuse the relativity of our inertial frames a little, to make sure PhysX always operates in it's most optimal mode: A moving object crashing against a static one. What does that mean in practice? The idea is that once you get into the sphere of influence of a body, that body goes into reverse orbit. Reverse orbit means that instead of moving the object around it's central body, we move it's central body in the opposite direction, effectively making the current body a static object, as far as physx is concerned. This orbit reversal ripples back up to the root body in the system (Sun), so things still move accurately in relation to one another. That may sound weird, but in practice it is unnoticeable. Once the ship changes reference frame, we calculate the offset in velocity, and apply it to the ship. The effect is that your velocity in relation to other objects around you is unchanged, because they also changed velocity at the same time. The only exception to this scheme is planetary rotation. To keep a planet rotationally static would mean having to make velocity changes all the time, using very weird calculations. So, rotation will still be done the 'old fashion way'. But the current planet/moon not moving will make the entire simulation a lot more stable. I still haven't got around to coding these transitions, but I was able to do it manually and prove the concept. While on rails, the ship needs no velocity correction at all. It just recalculates the orbital parameters before changing reference frames, and it keeps going on it's proper course. With all this in place (and some cheating), I was able to land a jury-rigged lander on the moon, then shoot back on a return trajectory, which due to an unfortunate error in aiming, ended up as a lunar bomb-drop into Kerbin, rather than the nice parking orbit I had intended. Oh well... good thing we have more victims brave astronauts ready. Cheers[/quote] Goddamn I love this guys ability to think outside the box.
[img]http://4.bp.blogspot.com/_snj0G2jlkKc/TSnNQGQbIgI/AAAAAAAAB0Q/S5or8-wGaIs/s1600/vulkan.jpg[/img] Yes, that is a real spacecraft concept by the USSR. [editline]14th October 2011[/editline] needs more booster
[QUOTE=LarparNar;32780344]Goddamn I love this guys ability to think outside the box.[/QUOTE] He does a lot of these brilliant bypasses around conflicts with coding in KSP I believe.
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